Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 24

Thread: Gungame FUBAR

  1. Default

    Yea I am still planning on a new wcs within 2 months.

    The gg and zm update require less programing and should be done first.

    Also the backup was put in place 12 hours ago and I am creating the local test environment for the sm version now. I hope to have it ready by the weekend at the latest.



  2. #12

    Default

    Glad you are getting things accomplished ZERO.
    ZOMBIE [ibis.a]

  3. Default

    GG local test setup is now compiled I am now installing the base version of gg sm goals and time table is as follows:
    Get GG running locally
    Configure weapon order to be the same
    Configure Knifing to the the same (maybe program from scratch)
    Configure team killing to work the same (maybe program from scratch)
    Get scoreboard to display current level (program from scratch)
    Get bodies to dissolve
    Get no block
    Get grenade trails (program from scratch)
    Set up wins sounds
    Convert wins as a test
    Get winner motd display

    Set up temp test server on main server
    Test 24 hours
    Shut down main server
    Copy logs over
    Copy bans over
    Copy and convert wins database
    Release of server
    Last edited by ZERO; 01-18-2010 at 01:02 PM.



  4. #14

    Default

    If I knew how to do any of this stuff I would help.
    I fucking love music
    Rip Paul Gray

    -----------------------
    Server rules
    TOS
    How to report admin abuse
    How to find hackers

  5. #15

    Default

    ZERO, by any chance can you incorporate an auto kick/ban/freeze/something for people who TK a certain amount of time? Just a thought since you are doing all of this stuff...

    I'll be checking here every few hours to see when you get the test server up. I'd be glad to go in there with a check list and see what is what.

    And like Masta said...I would love to help if I could. If there is anything we can do, let us know.
    ZOMBIE [ibis.a]

  6. Default

    Oh a test server will not be up today, I am making a new thread with the progress list.



  7. #17

    Default

    Alright cool man, I'll make sure to hop on it once it is out. Just give us an announcement so we all know when it's ready to test.
    ZOMBIE [ibis.a]

  8. Default

    It isn't very difficult Mastagunz. More time consuming. A lot of the basics you can easily learn by having a look at AlliedModders forum.
    Make all your last demands for I will forsake you and I'll meet your eyes for the very first time, for the very last.

    maynard <ibis>: they are awkward and last 2 damn long. I prefer thinner smaller ones

  9. Default

    ...zero, is gg programmed in java?

    because that was a java method you posted earlier.
    Quote Originally Posted by OMGBEARS
    I feel it is important for me to let you know how feeble your efforts to strike such feelings inside of me really are. I have the internal fortitude of a large animal, an elephant, for instance. Likewise, I'm the result of coitus between the devil and a pack mule made out of chainsaws, so I am extremely strong, and carry little care for others in this world. Trees also stand aside due to my chainsaw blood.
    Quote Originally Posted by ๖ReS View Post
    How am I supposed to tell you to fuck off without replying ?

  10. Default

    No but the language is very similar and the method calls and construction are the same. Also you do not need; as it will still prase line by line but manny sm coders like be still put them in. Here look at my tracer plugin for example:

    Code:
    #include <sourcemod>
    #include <sdktools_functions>
    #include <sdktools>
    
    
    #define VERSION "1.0"
    
    new Handle:hGameConf = INVALID_HANDLE; //*added =... from laser_tag.sp
    new Handle:hGetWeaponPosition = INVALID_HANDLE; //*added =... from laser_tag.sp
    new g_sprite; //*from laser_tag.sp
    
    
    public OnMapStart() //*from laser_tag.sp
    {
        g_sprite = PrecacheModel("materials/effects/gunshiptracer.vmt");
    }
    
    public Plugin:myinfo = 
    {
        name = "Tracers",
        author = "ZERO <ibis>",
        description = "Makes tracers follow bullets",
        version = VERSION,
        url = "www.ibisgaming.com"
    };
    
    
    // create convars and hook event
    public OnPluginStart()
    {
        //*from laser_tag.sp
        hGameConf = LoadGameConfigFile("laser_tag.games");
        if(hGameConf == INVALID_HANDLE)
        {
            SetFailState("gamedata/laser_tag.games.txt not loadable");
        }
        
        
        // Prep some virtual SDK calls *from laser_tag.sp
        StartPrepSDKCall(SDKCall_Player);
        PrepSDKCall_SetFromConf(hGameConf, SDKConf_Virtual, "Weapon_ShootPosition");
        PrepSDKCall_SetReturnInfo(SDKType_Vector, SDKPass_ByValue);
        hGetWeaponPosition = EndPrepSDKCall();
        
        
        
        HookEvent("bullet_impact",Fire);
    }
    
    
    
    public Fire(Handle:event,const String:name[],bool:dontBroadcast)
    {
        if(GetRandomInt(1, 10) <= 2)
        {
            new clientid = GetEventInt(event,"userid");
            new client = GetClientOfUserId(clientid);
            
            new Float:start[3];
            SDKCall(hGetWeaponPosition, client, start);
            
            new Float:end[3]; //consolidated from earlier code however simular to usage in laser_tag.sp
            end[0] = GetEventFloat(event,"x");
            end[1] = GetEventFloat(event,"y");
            end[2] = GetEventFloat(event,"z");
            
            // The following code moves the beam a little bit further away from the player *from laser_tag.sp
            new Float:distance = GetVectorDistance( start, end );
            
            
            // calculate the percentage between 0.4 and the actual distance *from laser_tag.sp
            new Float:percentage = 0.4 / ( distance / 100 );
            
            // we add the difference between origin and destination times the percentage to calculate the new origin *from laser_tag.sp
            new Float:newstart[3];
            newstart[0] = start[0] + ( ( end[0] - start[0] ) * percentage );
            newstart[1] = start[1] + ( ( end[1] - start[1] ) * percentage ) - 0.08;
            newstart[2] = start[2] + ( ( end[2] - start[2] ) * percentage );
            
            new Float:life = 0.3; //*from laser_tag.sp
            new Float:width = 1.0; //*from laser_tag.sp
            new color[4]; //*from laser_tag.sp
            color[0] = 255; //R
            color[1] = 255; //G
            color[2] = 255; //B
            color[3] = 100; //transparency
            
            BeamClient(newstart, end, g_sprite, 0, 0, 0, life, width, width, 1, 0.0, color, 1); //parts *from laser_tag.sp
            BeamClient(end, newstart, g_sprite, 0, 0, 0, life, width+2, width+4, 1, 0.0, color, 6); //parts *from laser_tag.sp
    
            }
    }
    
    BeamClient(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
    {
        TE_SetupBeamPoints(start, end, ModelIndex, HaloIndex, StartFrame, FrameRate, Life, Width, EndWidth, FadeLength, Amplitude, Color, Speed);
        TE_SendToAll();
    }
    You should notice that array usage is basically identical. You can use it the same way like new array[3] = {object,object2,object3}; if you want. However strings are handled in a way that still confuses me a bit. It looks like you can not really create an array of stings and that if you do you need a special method converter. Also when you make strings you must define the length like new String:mystring[256]; creates a 256byt string.



Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •